Actually a giant space-faring craft, the Transport Bug
allows the Bug minions to travel among the stars. Can handle
both the cold vacuum of space and atmospheric landings.Was
seen diving underwater on the planet Hydora in order to
refuel, presumably breaking down water into oxygen and
hydrogen for later use. Has large retractable wings which
can be used for extra lift-off thrust. Uses a highly
unstable material called Xylon as a power source for
interstellar travel.

Puppet masters pulling all the strings of the Bug forces.
Scattered throughout the galaxy, Brain Bugs coordinate all
Bug activity through some sort of telepathic mind control.
Without the brains behind the brawn, the Bug hordes would
revert to mindless drones. Capable of emitting psychic
energy which can disable the minds of its enemies, it can
also interrogate prisoners by sucking out their brains,
thereby gaining the knowledge and memories of its
unfortunate victims. The full extent of its psychic powers
is unknown, but it only takes one Brain Bug to control an
entire planet. So far humanity seems to be the only species
capable of waging telepathic / telekinetic warfare against
these monsters.

Relatively small creatures which perform menial tasks
such as kitchen detail and clean-up crew for the Bugs. Known
to group themselves around Brain Bugs to serve their every
whim. Also referred to as "Chariot Bugs" since they can use
their combined strength to carry the Brain Bugs on their
backs if necessary.

Standard rank and file Bug soldier, possibly native to
the Bug homeworld, Klendathu. Adapted to fight in a wide
variety of environments, the Warrior Bug is low on brains
but high on brawn, often treated like an expendable
commodity by the Bug forces. They have tremendous power in
numbers, but individually can be picked off with standard
ammo fire. Will bite you in half if you let them get too
close.

Virtually identical to the Warrior Bug, this sub-species
is an all-purpose construction worker. Used mainly to dig
tunnels and tote supplies, this Bug is relatively harmless
but will go to extreme lengths to defend itself if you try
to interfere with its work.

This flame-spouting, ground-burrowing beast is a force to
be reckoned with. Cumbersome and slow, it still packs quite
a wallop if you get in its way. Its bio-chemically propelled
flame-blowing stunt has considerable range and should be
avoided at all costs.

Flying terror of the Bug army. Hoppers are virtually
impervious to standard munitions fire, but a carefully aimed
grenade can usually take one down. Can absorb laser fire and
probably soaks up solar energy too. It's attraction to laser
fire can be used to lure it into a trap, provided that you
have enough explosives to pull it off. Swarms of Hoppers
usually defend Bug nests and have been known to coordinate
with Worker Bugs in the distribution and depositing of Bug
eggs.

Plasma Bugs are the closest thing the Bug army has to
anti-aircraft missiles. These giant bugs point their hind
ends skyward and let it rip with a nasty stream of plasma
fire. If they're big enough and bad enough, they can even
launch their plasma spore into space. How they manage to aim
their posteriors correctly (or at all) is unknown, but Brain
Bug remote sensing might have something to do with it.

Possibly a native Hydoran lifeform which has been mutated
to service the Bugs. Winged creature which can also dive
underwater and resurface for surprise attacks. Spits out a
seemingly endless supply of acid barbs at such high
velocities they can pierce solid rock. Barb acidity may have
been a deliberate act of genetic manipulation by the Bugs.
The Rippler hordes effectively cut off air traffic to the
planet's surface during the Hydora Campaign.

Egg-laying behemoth that kept supplying the Bug army with
Ripplers in such quantities that SICON forces were
frequently overwhelmed. The destruction of just one Rippler
nest on Hydora helped turn the tide of battle momentarily,
but the Bugs fought on until the planet's Brain Bug was
destroyed.

Bug adapted to underwater environments. Known to pick off
stragglers one by one with a paralyzing venom. Will cocoon
their prisoners in caves until they receive further
instructions from their Brain Bug. Water habitat leaves them
vulnerable to electrical charges from shock sticks.

Adapted specifically for the planet Tophet, Blaster Bugs
extract heat from their surroundings and ignite a
bio-chemical reaction in their pro-thorax, releasing an
energy wave which can easily burn through a Power Suit.

One of the most insidious and feared elements of the Bug
hive, this nasty little critter attaches to the base of your
neck, latches on to your spinal cord, and tries to seize
control of your mind, acting as a telepathic conduit for
Brain Bugs. The range of their telepathic abilities has
never been tested in the field.

Native to the jungles of Tesca Nemerosa, this spider-like
creature can spew sticky web stuff which immobilizes it's
prey in a matter of seconds. The Spiders serve the Bug
hordes by capturing native lifeforms and preserving them in
cocoons until their victims' DNA can be extracted by Nurser
Bugs. Adult Spider Bugs can grow to enormous size, are
extremely agile and difficult to kill.

The "mad scientists" of the Bug hierarchy, Nurser Bugs
work in secluded Bug nurseries. Not only do they help to
feed newborn bugs, but their regurgitated food is mixed in
with a mutagenic gel which can have a profound impact on the
newborns' development. The Nurser jelly somehow mixes the
DNA of other species in with the basic Bug gene pool. This
allows the Bug army to bypass several thousand years of
random evolution by custom designing new species to inhabit
whatever environmental niche they chose.

This ugly monster is the mindless servant of the Control
Bugs. It can dig entire networks of subterranean tunnels to
allow the Control Bugs to move about as they please.
Virtually defenseless, this creature relies on stealth to
avoid detection.

Another flame throwing variety of Bug that is suited to
survive in deep space with little or no connection to the
Bug hive. This colonizing Bug has an unusual reproductive
cycle, known to implant it's spore in host bodies. After an
incubation period of unknown duration, the Firefries burst
into tiny swarms of glowing bugs which can generate
tremendous amounts of heat. Firefry spore also known to have
mutagenic properties.

A Bug of humanoid proportions which can stuff itself into
a Power Suit. SICON Intelligence suspects that the Imposters
were genetically engineered by Zander Bug in a plot to
infiltrate SICON forces stationed on Klendathu.

Probably a refined sub-species of Imposter Bug, this
creature has the ability to clone other species DNA,
incorporate that DNA into its own genetic makeup, and then
morph between the two genetic structures at will. Utilizing
this process, Hybrid Clones can mimic human form and
mannerisms with uncanny accuracy.

A huge aquatic Bug which can survive in extreme
envirionments that would normally subdue other Bug
sub-species. This monster's grotesque maw sports four large
mandibles which it can wield like razor-sharp rhino horns.
Giant Rhino Bugs were first discovered on the Bug homeworld
of Klendathu in an alkaline lake which was initially
presumed to be uninhabitable by lifeforms of any kind.

The central intelligence of the Bug hive. Possibly the
mother of all Bugkind, this hive-mistress can lay up to 1800
eggs a day. Must be destroyed at all costs if Humanity is to
ultimately prevail against the Bug horde.

The place most troopers think of as home away from home,
these immense craft are capable of "jumping" from star
system to star system. Almost like small cities unto
themselves, Starships house crew quarters, full medical
facilities, mess halls, training decks, recreation rooms,
not to mention all of the various fighters and retrieval
boats docked in the hangar bays. Serves as a communications
center for planetary campaigns. Has an incredible sensor
array which can detect movement of other craft in
neighboring solar systems. Can service targets with nukes
from orbit if necessary.

These craft allow SICON forces to insert troops and
supplies almost anywhere on a planet's surface. Their main
tactical advantage lies in their ability to drop payloads
from orbit, usually equipped with launch tubes for Drop
Suits and Marauders allowing for highly precise troop
insertion. Dropships are designed to dump their payloads and
scramble, they don't normally make landings during a
mission.

When poor weather conditions do not allow for an orbital
drop, this ship is often deployed to ferry troops and
supplies. Normally mounted on the underbelly of Starships,
Drop Shuttles are designed to enter a planet's atmosphere,
drop their payloads, and then escape from the planet's
gravity well, hence they require more fuel and more piloting
skill.

An orbit-to-ground carrier designed to retrieve troops
and ammo from the battlefield quickly and safely. Large
enough to house various vehicles and equipment. Can double
as a shuttle for small troop insertions provided there's a
safe landing zone since retrieval boats are not heavily
armed. The wings retract in order to dock inside Starship
hangar bays.

During emergency rescue operations, a Retrival Ship can
drop an unfolding troop carriage on the ground and then
circle for a low fly-by to try catching the carriage on a
hook (much like a jet uses a hook to land on an air-craft
carrier). This extremely dangerous maneuver is called a
"hook and ladder" which leaves little or no margin for
error.

While capable of air to air combat, these craft are
commonly used as bombers. Usually not deployed until ground
forces have identified a target and call for an air strike.
Designed to handle atmospheric flight, these fighters tote a
nuclear arsenal.

This two-man aircraft is utilized for precision bombing.
Unlike the Attack Fighter, this vehicle is not designed for
Vertical Take Off and Landing (VTOL). Usually launched from
orbit, these craft simply complete their bombing run and
return to base.

Sort of like para-trooping from outer space, this device
allows individual troopers to be dropped onto planetary
surfaces from orbit. Too small to be hit by conventional
anti-aircraft fire, these units burst apart mid-flight,
freeing up the trooper and spreading debris to confuse radar
tracking systems. The ultimate tool for surprise attack
since the enemy has little or no chance of predicting where
the trooper will land after the Drop Suit has burst.

A Marauder Suit is essentially a tank on legs, a 10 ft.
tall mechanical exoskeleton which moves slightly faster than
a human and can carry a wide range of ammo (including
nuclear weapons). Marauders come in two varieties, the
smaller version can scale cliffs with shoulder mounted
grappling lines, where as the larger model has a side
mounted gattling gun and is geared more toward ground level
assault. Though all soldiers in the Mobile Infantry are
trained to operate Marauders, only two machines are assigned
to each squad. Each machine is manned by a specialist since
each suit requires 26 hours of maintenance to go from "cold"
(storage) to "hot" (operational). Despite such preparations,
Marauder Suits only have about an hour or so of active
flight time before winding down.

During water drops each Skimmer comes equipped with one
Raft and two Jet Skis. Initially attached to the underside
of the hovercraft, these water-bound vehicles are ideal
for scouting and recon missions. The Jet Skis are equipped
with surface-to-air missiles.

All Mobile Infantry troopers are outfitted with Power
Suits, essentially lightweight armored space suits which
allow battles to be fought in environments and atmospheres
which would otherwise be deadly to humans. The suits are
bulky and slightly resemble broad-shouldered gorillas, but
they are also highly maneuverable (they are lined with
pressure receptors which enhance muscle movements). Jump
jets mounted on the back of each suit allow troopers to leap
tall buildings in a single bound, but said jets expend most
of their fuel by acting as breaking thrusters during orbital
drops. There is a light mounted on the helmet of each suit
in addition to a flip-down visor which has a high-tech
targeting assessment display. The visors have zoom
capabilities as well as an infrared display that can also be
used for target locking "smart" ammo. Visors can also act as
diagnostic tools, external feeds mounted on a suit's chest
can allow fellow troopers to instantly assess one's medical
condition. Power Suits do not float! If necessary, a
submersed trooper can release a pressure valve in order to
inflate a life-vest which will float the suit to the water's
surface.

The standard issue rifle of the Mobile Infantry, a
shoulder fired, fully automatic, multi-purpose projectile
firing weapon. It can utilize a wide variety of ammunition
clips including explosive-tipped bullets, grenades, laser
charges, etc. Self-contained firing chamber allows the gun
to be fired in almost any atmosphere, even underwater, not
to mention the open vacuum of space. It's most useful
feature is "smart" ammo which coordinates with a trooper's
helmet visor for target locking purposes. This feature is
often used in conjunction with the grenade launcher,
allowing a trooper to merely select a target visually and
then release the grenade, trusting the smart ammo to seek
and destroy the target.

This plasma bomb can be programmed for a wide range of
explosive charges via the wrist pad of a Power Suit and
detonated by remote control. Can also be synchronized with
other charges for a chain reaction effect.

This is a standard issue Skinnie weapon, shoots blobs of
blue goo which contract around their targets until their
victims suffocate or burst internal organs. SICON forces
eventually developed a constrictor goo counter-agent which
is delivered via an aerosol spray.

Skinnies are an alien race native to the planet Tophet.
Enslaved by the Bugs, they are conscripted to mine a rare
and highly unstable material called Xylon which the Bugs use
as a fuel source for interstellar flight.

At the top of the avian food chain in the jungles of
Tesca Nemerosa, these flying reptiles have heads and necks
shaped somewhat like Terran turtles. Have been known to get
caught in the webs of Jungle Spiders.

The ninth planet of the Terran solar system. This is
where incursions of the Bug army were first encountered by
human beings who manned remote research outposts. Warrior
and Hopper Bugs defended nests of Plasma Bugs from SICON
forces, but appeared to be beaten into submission until a
colossal Transport Bug arrived to refurbish and refortify.
Only then did it become clear that the Bug occupation of
Pluto was not just a local infestation, but a staging ground
for an invasion. The Bug incursions on Pluto are often
considered to be the main event which started the first
Interstellar Bug War.

The Transport Bug which ravaged Pluto was tracked to a
previously undiscovered planet in the Virgo constellation
dubbed "Hydora." Hydora's surface is covered almost entirely
with water but is sparsely populated with small islands and
rocky cliffs towering over narrow sand beaches. Extremely
high concentrations of hydrogen in the planet's atmosphere
make the air unbreathable to humans. It became clear rather
quickly that this was not the Bugs' homeworld, but more of a
refueling stop for Transport Bugs. This is the first planet
where humans encountered Kamikaze Ripplers and Water Tiger
Bugs, also the first place they managed to track down a
Brain Bug.

Desert homeworld of the "Skinnies." Extremely hot, arid
planet with a high levels of methane gas in the air.
Important to the Bug forces as a source of Xylon which
allows the Transport Bugs to make interstellar jumps. The
local Skinnie population was enslaved by the Bugs to mine
the Xylon. Control Bugs were used to coordinate the Brain
Bug's telepathic tyranny over the Skinnies. With the help of
SICON forces, the Skinnies were eventually able to overthrow
their Bug "master mind" and quickly joined humanity in the
fight against the Bugs.

The planet Tesca is a gas giant surrounded by several
moons. One such moon is a jungle-ridden planet called
Nemerosa. This is where it was discovered that Nurser Bugs
are involved in the creation of new Bug sub-species
genetically engineered to occupy new worlds (rather than
terraforming planets to suit their needs). SICON forces
almost suffered a similar fate to that of the Skinnie
population on Tophet due to a Control Bug infestation.

A barren planet the Roughnecks touched down on just prior
to joining the science vessel Sequoia in its search for an
asteroid dubbed "Clovis Trufeaux." This is possibly the
planet where Zander first contracted an infection of Firefry
spore.

A remote Ice Asteroid which was singled out as a source
of bio-toxins which may help humans to someday wage
biological warfare against the Bugs. It was later dicovered
that this abnormally shaped rock is in fact a giant "Ice
Bug" which has a symbiotic relationship with the Firefry
hordes, utilizing large swarms of the Firefries as a fuel
source for interstellar travel.

Bug Nest Prime. After a botched attempt at sabotaging the
Valley Forge, Zander Bug inadvertantly lead SICON forces to
the Bug homeworld. Klendathu's atmosphere is barely
breathable by humans, but prolonged exposure can be
extremely hazardous to your health. This is where humans
first encounter the Impostor Bugs, probably genetically
engineered by Zander Bug himself. It is also rumored that
Klendathu may be the residence of a special Queen Bug which
is the focal point of all Bug activity throughout the
galaxy.

Acronym for "Strategically Integrated Coalition Of
Nations." SICON is the military branch of the Federation, a
world government of Earth which is made up of citizens from
many different countries. Full citizenship, however, is only
granted to the veterans of SICON forces. In order to be
eligible to vote, you must serve at least one term of
military service.

Fed-Net is short for "Federal Network." Due to the
prohibitively expensive nature of interstellar travel, the
only organization which can afford to have a truly
comprehensive press corps is the Federation itself. SICON
headquarters recruits and trains its own reporters to
provide news content for the Federal Network, hence the
Federation has a virtual monopoly on information pertaining
to the Bug War.

Originially designed as a device for translating Bug
screeches, this hand-held device analyzes auditory patterns,
breaks the patterns down into a binary code and tries to
assign English equivalents to the code numbers. Invented by
Jeff Gossard, patent pending.

The drill-tipped grappling lines used with the Grappling
Gun can also be used seperately. They can be connected
directly to a Power Suit via the backpack or cinched around
the waist. Allows troopers to descend cliff faces with ease.
So now when the Roughnecks refer to "Lizard Lines" you know
what they're talking about.